Monday, September 25, 2023

Cyberpunk 2077 2.0 made the game click for me, but that doesn’t mean 'it was always good’

Cyberpunk 2077 is going through something of a redemption arc at the moment, helped last year by the honestly quite good Edgerunners from Studio Trigger, even more so now thanks to its 2.0 update and soon-to-be released expansion, Phantom Liberty. There's been a number of "it was always good" type of comments cropping up recently, which to be honest I'm not entirely confident about. Yes, the 2.0 update certainly has improved the game in a number of ways, but personally I think some of the changes the game needed should have taken place long before the game was finished.

I came quite late to the Cyberpunk 2077 party. It didn't interest me for a number of reasons when it released, and paired with that, well, infamous (to put it mildly) launch, I didn't exactly want to fork over the full cost of a game that was incredibly broken, and not even something I wanted to play all that much. Fast forward to a couple of months ago, and a number of updates later, I found myself thinking "why not! Let's finally give Cyberpunk a go."

Very quickly, I found that I really didn't like how the game played. I'm not the best at shooters in the world, but I'm not awful at them either, and when they don't feel good to me I'd rather turn something like aim assist on just so I can experience the world and story, at the very least. Except that didn't work very well, either. Outside of that, the skill tree was an unreadable mess that never felt worth investing in, and yes – even with all those patches – the game could sometimes suffer from such severe frame rate issues it turned into a slideshow.

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